/Engine/Plugins/Experimental/VirtualHeightfieldMesh/Source/VirtualHeightfieldMesh/Public/VirtualHeightfieldMeshComponent.h
Component to render a heightfield mesh using a virtual texture heightmap.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, ClassGroup=Rendering, HideCategories=(Activation, Collision, Cooking, HLOD, Navigation, Mobility, Object, Physics, VirtualTexture)) class UVirtualHeightfieldMeshComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)
bool
bBuildMinMaxTextureButton
Placeholder for details customization button.
bool
bCopyBoundsButton
Placeholder for details customization button.
bool
bHiddenInEditor
Allows us to only see this actor in game and not in the Editor.
bool
bWorldPositionOffsetVelocity
Allows material World Position Offset to contribute to velocity rendering.
float
Lod0Distribution
Distribution multiplier applied only for LOD 0.
float
Lod0ScreenSize
Target screen size for a LOD 0 tile.
float
LodBiasScale
Scale applied to LodBias texture.
float
LodDistribution
Distribution multiplier applied for each LOD level.
TObjectPtr<UMa...
Material
The material to apply.
TObjectPtr<UHe...
MinMaxTexture
Texture object containing minimum and maximum height values.
int32
NumForceLoadLods
The number of levels that we force loaded.
int32
NumMinMaxTextureBuildLevels
Number of levels to build in the MinMax Texture.
int32
NumOcclusionLods
The number of levels that we calculate occlusion volumes for.
TSoftObjectPtr<...
VirtualTexture
The RuntimeVirtualTextureVolume that contains virtual texture heightmap.
TObjectPtr<ARu...
VirtualTextureRef
UObjectref resolved from VirtualTexture weak ref.
TObjectPtr<UOb...
VirtualTextureThumbnail
Placeholder for details customization image.